KF-WaterWorksV1

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Deniz

FNG / Fresh Meat
Jul 15, 2009
158
0
0
DamDam don't forget to submit your maps for the whitelist and good luck, I'll try V2 tonight :)
 

DamDam

FNG / Fresh Meat
Jul 10, 2009
78
0
0
The V2 was on modDB 15 min before the deadline \o/ , and yes that's the new version of the map.
(I added the map to the whitelist thread.)
 

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
Can you please consider these points before whitelisting this build or before it gets added to a KF map pack? (if that indeed happens)

The left side texture looks stretched and the textures surrounding the immediate tunnel area could do with aligning with those adjacent.
waterworks4.jpg


Some of the lights coming from the bulbs are angled and the bulbs don't really justify it. I may be being petty but the map quality is so high that things like that stick out.
waterworks2.jpg


waterworks3.jpg


The splashes from these emitters occur pretty high up above the surface and look like they're appearing out of thin air rather than being caused by an impact. Maybe that's just me but could you take a look at it again.
waterworks1.jpg


The biggy for me is in Pumping Room 6. There's a blocking volume covering this archway even though it's big and wide enough for players and bots to pass through. It was somewhat frustrating and out of context to hit that blocking volume wall when being chased by bots as there's no justification for it.
waterworks5.jpg


Regardless, a BIG 10/10 for Waterworks as it's a real stunning map.
 

DamDam

FNG / Fresh Meat
Jul 10, 2009
78
0
0
Thanks Arramus.
I have delete my map from the white list thread.
I have finished a V3 of the map. This version fix some bugs you have found. For the lights, I did nothing (sry) because I don't want to recreate a new model for the moment. I know that's not very realistic like that.

Now, I have a problem : if I upload the version now on modDB(the V3), I will break the link of the V2 (I send the V2 to TW for the contest), no ?

Thanks for your time !
 
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IrritAnt

FNG / Fresh Meat
May 17, 2009
111
1
0
God damn that's a good level.

The only criticism I have is that maybe it's too big. But the thing is so fantastic to look at and play in, it's a bit like complaining about having too much sex.
 

xjames0x

FNG / Fresh Meat
May 27, 2009
354
2
0
Droitwich, England
Oh I don't know If I'm the only one but It was Impossible to complete without no-clip. As The zeds were getting stuck in there zombie volumes, They were just walking around in circles. Fix please.
 

DamDam

FNG / Fresh Meat
Jul 10, 2009
78
0
0
ouch
In the V1, there are some problems with AI, but in the V2 I think that all is OK.
I have played a few (with the V2), and I haven't seen nothing about this.
Can you say me where exactly ?
I'm working on a V3, I can fix that quickly.
 
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DamDam

FNG / Fresh Meat
Jul 10, 2009
78
0
0
The V3 is ready, but I need to know if there are really some spawning bugs ?
For the people who played the V2 : can you say me if you have encountered a problem with zeds spawning. (and where if it's possible). That's would be great.
If not, just say "no", but say me something please. ;)

For me, when I try the map, all is allright. ??

Thks.
 
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Deniz

FNG / Fresh Meat
Jul 15, 2009
158
0
0
The V3 is ready, but I need to know if there are really some spawning bugs ?
For the people who played the V2 : can you say me if you have encountered a problem with zeds spawning. (and where if it's possible). That's would be great.
If not, just say "no", but say me something please. ;)

For me, when I try the map, all is allright. ??

Thks.
I have played the V2 many times online with other people and didn't encounter any spawn bug.
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey

Hey

Soon as V3 is released I will put it on my server.:D I knew it was close so I did not want to get the V2 on it and have to update again. I know lazy admin. LOL. Look forward to playing it.


 

DamDam

FNG / Fresh Meat
Jul 10, 2009
78
0
0
Ok, thanks for your feedbacks.
I upload the v3 in a few hours.

There are just some little tweaks :
- a blocking volume forgotten in the path (oo yeah \o/ thks Arramus)
- a broken path node fixed
- somes textures retiled
- "a new tunnel" (BSP=> static mesh) between the exterior part and the interior
- general fog tweaked
- some emitter tweaked
 
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THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey.

Hey.

Not sure if your aware yet or not. However I found a exploit in V2. You can get up on some of the rails and get back into the pipes. See screen shots below.

Water1.jpg

water2.jpg

water3.jpg
 
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